Start Bonuses (LWR)
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In General
At the start of a campaign you choose a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of start bonuses to choose from.
Table of Start Bonuses
| Country Starting Bonuses | ||||
|---|---|---|---|---|
| Continent | Country | Starting Credits | Bonus | Description |
| Africa | Egypt |
§1600 | Desert Storm | AP grenades gain +10 penetration and apply twice as much shred. Equipped AP grenades receive an additional 2 uses. |
| For the Sake of Glory | All injury and fatigue times are reduced by 40%. Soldiers are three times as likely to receive a quirk (both positive and negative) after a mission. | |||
Nigeria |
§1600 | Advanced Conversion | All MECs start with +1.3 base mobility, +5 base HP, +10 base aim, +20 base will, and +5 base DR. | |
| Bred Tough | All soldiers start with +1 base HP and +10 base DR. | |||
| Pax Nigeriana | All biosoldiers start with +1.3 base mobility. | |||
South Africa |
§1600 | Resourceful | Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites without additional cost. Start with Advanced Scavenging. | |
| Survival Training | All biosoldiers start with +4 base HP. | |||
| Asia | Australia |
§400 | Endless Barrage | Gunner suppressive fire deals +1 damage and they gain +5 ammo. Rocketeers gain +35 penetration on rockets and +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass. |
| Outback Rocketeers | Rockets cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass. | |||
| Per Ardua Ad Astra | All biosoldiers start with +1 base HP, +5 base aim, and +5 base will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed. | |||
| Robotics | All MECs and SHIVs start with +20 base aim. | |||
China |
§400 | Assembly Line | Start with two Workshops (1st floor, both to the right of the Elevator) and 5 extra engineers in your home base. Removes the maintenance cost of Workshops. | |
| Deus Ex | Acquiring any genetic modification grants both gene mods for that body part. Genetically modifying soldiers occurs twice as fast and costs half as much. | |||
| Red Army Repairs | Engineer Repair heals 4 more HP and has 2 more uses. Engineers adjacent to SHIVs heal them for 35% of the damage taken (from 25%). The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass. | |||
| Xeno Market | Credits from selling alien corpses, wrecks, and captives increased by 7x. | |||
India |
§400 | Demolition Doctrine | Grants +1 damage and +20 penetration to all explosives. | |
| Jai Jawan | Increase aircraft fire rate by 30%. | |||
| Jai Vidwan | Research speed is increased by 30%. Gain double scientists from all abductions. | |||
Japan |
§400 | Bushido Training | All biosoldiers gain +10 defense and a 2% chance to enrage each turn they start with an enemy in sight. | |
| Ghost in the Machine | All SHIVs start with +35 aim. | |||
| Global Networking | Intel Scans cost 20 credits (from 200), Grey Market sell prices are doubled, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market. | |||
| Kiryu-Kai Commanders | Start with 2 additional soldiers: Japanese Master Sergeants of a random class. | |||
| Kiryu-Kai Revival | XCOM revives the old Kiryu-Kai base and starts with: UFO Analysis: Medium UFOs researched, Beam Lasers researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room) with XTP 1 and Lieutenants unlocked. | |||
| Ring of Fire | Thermogenerators produce 5 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor). | |||
| Europe | France |
§300 | Foreign Legion | Start with 18 additional soldiers. Reduces soldier salary costs by 58%. Active and fatigued soldiers gain XP each day equal to the number of months passed. |
| Legionnaire Precision | Snipers and Scouts gain +10 penetration, +20 aim, and +20 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass. | |||
| Quai d'Orsay | Country item requests occur 50% faster, fulfilled requests provide 50% more country defense, and intel scans cost 50% less. | |||
Germany |
§300 | Baumeister | Start with all Elevators built and 2 Elerium Generators built on the 4th floor (right side near the Elevator). Elerium Generators have no upkeep cost. Facility construction and MEC augmentation time is reduced by 75%. | |
| Militarization | Twice the officer billets are unlocked from all OTS upgrades. Officers have double the number of command charges. Grants an additional unit to aid in UFO Site missions. | |||
| NeoPanzers | All MECs and SHIVs start with +4.0 base mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons. | |||
| Skunkworks | Item production time is reduced by 70%. Start with all Elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. Start with 10 extra engineers in your home base. | |||
| Stormtroopers | Grants +35% base damage to all shots made within 4 tiles. | |||
| Waffenmeister | Grants +25 penetration to all shots. | |||
Russia |
§300 | Roscosmos | Start with +2 satellite uplink capacity, Stealth Satellites [Decreases the success chance of UFO hunting missions by 50% -- foundry must be built to benefit], and all satellites cost 50% less to build. | |
| Soviet Zeal | Soldiers gain 50% more mission XP. | |||
| Uralvagonzavod | Basic/Alloy/Hover SHIVs gain +6/9/12 damage, respectively. All SHIVs gain +15 base DR. | |||
United Kingdom |
§300 | MI6 | All biosoldier light armors grant +15 defense while at full HP. Leather Jackets on non-Spec Ops grant Fast and Furious. | |
| Sandhurst | Reduce mission fatigue and missions required to unlock Officer Training School projects both by 25%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault. | |||
| Special Air Service | All biosoldiers start with +10 base aim. | |||
| Their Finest Hour | Start with 3 extra interceptors. All aircraft gain 5 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective. | |||
| North America | Canada |
§600 | Advanced Preparations | Start with 8 additional soldiers, all Elevators, a Workshop (1st floor, right of Elevator), a Laboratory (3rd floor, right of Elevator), and a Fission Generator (1st floor, far right) built. Start with 5 extra scientists and engineers in your home base. |
| Cadre | Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance. Active and fatigued soldiers gain XP each day equal to 2x the number of months passed. | |||
| First Responders | Medics start with 2 extra Medikits and can heal with Medikits for 0 AP. Medikits heal 2 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass. | |||
| Prepared for Hell | All XCOM units gain 20% more armor HP from their armor. Medics start with an extra Medikit. Engineer Repair has 1 more use. XCOM is immune to heal fatigue. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass. | |||
| Research Focus | Start with two Laboratories (1st floor, both to the right of the Elevator). Removes the maintenance cost of Laboratories. Start with 5 extra scientists. | |||
| True North | No regional bonus. A clean slate for those who need none. | |||
Mexico |
§600 | Ancient Artifacts | Start the campaign with 500 meld, an Illuminator Scope, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons. | |
| Legacy of Uxmal | Alien Level decreases by 0.6% for every psionic rank your soldiers acquire (max 30% reduction). Soldiers psionically train 3x as fast. | |||
| Wealthy Benefactor | Start with 800 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are 3x as large and have 10% the surcharge. | |||
United States |
§600 | All Gas, No Brakes | RAM deals triple damage and activates after 3 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass. | |
| Bring the Heat | All XCOM units gain +4% DR for each alien in sight. | |||
| Cheyenne Mountain | Start with +1 Satellite Uplink capacity and all Elevators built. Excavation costs are reduced by 70%. | |||
| Daredevils | Start with 2 extra interceptors. Pilots gain +25 crit. Combat Patrols are twice as effective, cause 50% less damage to the aircraft, and have their incremental cost reduced by 50%. | |||
| Eagle Surveillance | Snipers gain +10 aim. Scouts start with 3 additional battle scanners. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass. | |||
| Special Warfare School | All Officer Training School projects cost 60% less. Start with Tactical Rigging, Ammo Conservation, High-Capacity Pistols, Rail Pistols, and Reflex Pistols (foundry must be built to benefit). | |||
| We Have Ways | Reduces time required for autopsies and interrogations by 70%. Start with Elerium Batteries. | |||
| South America | Argentina |
§2100 | Endless Magazines | Infantry and Assaults have a 25% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass. |
| Public Heroes | Gain double credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions. | |||
| Vigilis | All biosoldiers start with +16 base will. | |||
Brazil |
§2100 | Amazonian Strength | Increases throw range of all soldiers by 50%. | |
| Born to Fly | Pilots gain +25 crit and 2.5 aim per kill (from 0.5). | |||
| Jungle Scouts | All biosoldiers start with +0.6 base mobility and their injury times are reduced by 80%. Start with Tactical Rigging (foundry must be built to benefit). | |||
| Ready for War | Start with 50 alloys, 50 elerium, and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 50% instead of 20%). | |||